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DeadPool Update 2, 6/2/12 (Read 27574 times)

Started by Flamekyo, May 30, 2012, 07:56:33 pm
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Re: DeadPool
#21  May 30, 2012, 11:09:44 pm
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Yeah Titiln, in fact, You Made Him
Re: DeadPool
#22  May 30, 2012, 11:19:23 pm
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um toss toss a spinning sword i guess would of been the better word.

my bad i confused myself i am referring to the quick work super where he says its guttin time.


You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: DeadPool
#23  May 30, 2012, 11:20:06 pm
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here an image of the clone stuff(in high speed capture)




Re: DeadPool
#24  May 30, 2012, 11:25:08 pm
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um toss toss a spinning sword i guess would of been the better word.

my bad i confused myself i am referring to the quick work super where he says its guttin time.

Ah, gotch ya, being fixed bro.


here an image of the clone stuff(in high speed capture)






Nice, Thanks for the screen shots, really appreciate it, working in it now.
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Re: DeadPool
#25  May 30, 2012, 11:43:58 pm
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Quote
The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,      my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   

Thanks for the Info Bro, really helpful

No problem sir. This is a very good char. All he needs is some fine tuning, and he'll be a great char. "Cutting Time" works the same as Sabretooth's "Berserker w/e....." where he dashes back and forth, cutting the opponent. I'm not trying to tell you what to do, sorry if it came off like that. It's fine if you want to keep it that way, it's all about your personal preference sir. Looking forward to his updates.  :)

Re: DeadPool
#26  May 30, 2012, 11:57:39 pm
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Quote
The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,      my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   

Thanks for the Info Bro, really helpful

No problem sir. This is a very good char. All he needs is some fine tuning, and he'll be a great char. "Cutting Time" works the same as Sabretooth's "Berserker w/e....." where he dashes back and forth, cutting the opponent. I'm not trying to tell you what to do, sorry if it came off like that. It's fine if you want to keep it that way, it's all about your personal preference sir. Looking forward to his updates.  :)

Thanks Bro, yeah i really appreciate this feedback, i've been working on him for a while and i want him to be good, nonetheless fun to play with.

Update will be released, hopefully today, i caught a small cold so i got to go get some medicine and i wont be home for a couples hours.

Please if you find any other bugs that havnt been posted already or if you think something is off.... let me know so i can fix it.
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Re: DeadPool
#27  May 31, 2012, 12:13:02 am
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Pineapple/Present/Little Doggy is really sensitive, I hate when it comes out instead of Gun Trigger all the time
Re: DeadPool
#28  May 31, 2012, 12:18:24 am
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Yeah, you basically have to keep the button pressed to get Gun Trigger. As soon as you release the button you get the other one.
Re: DeadPool
#29  May 31, 2012, 12:51:00 am
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I also forgot to mention things concerning the teleport.  After two uses, the teleport is supposed to malfunction, producing an OTG attack that knocks Deadpool down, or can be cancelled to air Happy Happy Trigger before he hits the ground.  Also if he's based on Ultimate, his specials should all be cancellable to the teleport.
Re: DeadPool
#30  May 31, 2012, 01:12:28 am
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Since many have already given you useful feedback I won't rehash what I found, but I am curious..any chance you will give him some a.i.? 
Re: DeadPool
#31  May 31, 2012, 01:30:41 am
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A couple things:

The buttons seem switched around (probaby only for me, as I have ASD for Kicks and ZXC for Punches) In this case, the LMHS combo would be ZXSA
He doesnt do that much damage
Air combos dont work/connect at all with characters (Well, except himself)

Also, there's an infinite with his Air Heavy(?) I'll try to upload a video soon
Re: DeadPool
#32  May 31, 2012, 01:32:34 am
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 :S Everyone pretty much hit the nail on the feedback. all I can say is I like the idea and look forward to the improvements from the feed back. Its good to see a release from you again bro.
OK class! Now remember, in order to give someone proper feedback, you must BASH them! Because being nice, and or respectful, is frowned upon in the Mugen community... Ok, so what do we do to new creators and patch makers kids?

(Kids yelling) BASH THEM!!!
^lol, not sure why there is so much here. oh well
Re: DeadPool
#33  May 31, 2012, 04:21:40 am
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Deadpool also has a shitton of comboability, and it's pretty rad
Re: DeadPool Update 5/31/12
#34  May 31, 2012, 11:03:02 pm
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DeadPool has been Updated

Check first post.

Update Info
Spoiler, click to toggle visibilty



Air combos dont work/connect at all with characters (Well, except himself)

I tested the combos, ground and air on KFM and they worked OK, if they work on him then they should work OK on other characters as well..... ill look into it if it's still a problem.

Spoiler, click to toggle visibilty



Note - Forgot to mention this in the Update Info, poweradd has been amped up, small update on that, nothing major.



Also, if you find any other bugs or if something still seems wrong, please let me know.

Thanks.
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Re: DeadPool Update 5/31/12
#35  May 31, 2012, 11:39:04 pm
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Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?
Re: DeadPool Update 5/31/12
#36  May 31, 2012, 11:44:37 pm
Now if only someone will make a Pheonix Wright character with gameplay, specials and moves from UMVC3, my collection will be half perfect.
Re: DeadPool Update 5/31/12
#37  June 01, 2012, 12:21:39 am
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feedback

after launcher you can just spam the punch attack and take out almost half of the opponents health, i suggest either limitting how much you can hit with that OR adding a damage dampener cause that is just to much.

he does not need envshake in all his basic attacks? that is just a mess why do that. a little is fine (though you need none) but it gets to the point i can see the underlining black on the training stage in mugen. you normally don't need env shake on a characters basics unless its like someone massively big.

his taunt button you should get a more comic looking effecting and make it NOT reverse itself when playing backwards that is to say the word taunt won't be backwards. so essentially 2 different sprites for the anims.

his gutting time messes up in the corner horribly on the last hit he misses and the super BG NEVER goes away. I think you should change the effects on the slash to blood and straight slashes while putting p2 into a custom state that would both look better as well as fix this bug. also if you miss with gutting time he starts floating in the air till you hit again. you should also give the gutting time super a sword sound when it hits rather than a generic punch/kick sound.

thats all i noticed nice update still. a few things were definitely fixed gutting time needs alot fixing though.





You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: DeadPool Update 5/31/12
#38  June 01, 2012, 12:54:30 am
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Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?

I can change it back if you want, not a big deal really, pretty simple to fix.


feedback

after launcher you can just spam the punch attack and take out almost half of the opponents health, i suggest either limitting how much you can hit with that OR adding a damage dampener cause that is just to much.

he does not need envshake in all his basic attacks? that is just a mess why do that. a little is fine (though you need none) but it gets to the point i can see the underlining black on the training stage in mugen. you normally don't need env shake on a characters basics unless its like someone massively big.

his taunt button you should get a more comic looking effecting and make it NOT reverse itself when playing backwards that is to say the word taunt won't be backwards. so essentially 2 different sprites for the anims.

his gutting time messes up in the corner horribly on the last hit he misses and the super BG NEVER goes away. I think you should change the effects on the slash to blood and straight slashes while putting p2 into a custom state that would both look better as well as fix this bug. also if you miss with gutting time he starts floating in the air till you hit again. you should also give the gutting time super a sword sound when it hits rather than a generic punch/kick sound.

thats all i noticed nice update still. a few things were definitely fixed gutting time needs alot fixing though.



Ill fix the punch attack so that it gives off less damage, ill also set it so that you can only do 3 hits maximum with the punch attack to limit any potential spamming.

Adding slash sounds to the cutting time will be an easy fix and adding slash FX is a good idea too.

The envshake could be exclusive to strong attacks and supers, will fix.

As for the Cutting Time problem with the hyper bg, i've been trying to fix it and it will be fixed in the next update, i plan on adding a Combo Announcer as well.


Thanks for the feedback bro, really helpful.

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Re: DeadPool Update 5/31/12
#39  June 01, 2012, 12:58:21 am
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Uploading a video of the infinite soon, youtube is being a butt

Here it is, I like doing the infinite, especially for combos like at the end
http://www.youtube.com/watch?v=FOunp13WSz4&feature=youtu.be

Light, Medium, Heavy, Launcher, Air heavy, Air heavy, double jump, Air heavy, air heavy, jump, Air heavy, Air heavy, repeat

reminds me of MVC2 lol
Last Edit: June 01, 2012, 01:18:37 am by Karasai
Re: DeadPool Update 5/31/12
#40  June 01, 2012, 02:11:08 am
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Nice update hes getting much better but what i said in the first page.

During Deadpool back grab the placement of your opponent needs to be change.
Edit: If you cant just change the placement of the opponent cause im not really sure since i have never made a character then maybe it would look right if he teleports behind your opponent after he stabs your foot then shoot him in the back of the head into that direction.
Also during his happy trigger super if he gets hit when he does it his super background does not disappear.
Also he still can do a 13 hit combo while your opponent is in mid air just by punching him i think that should be lower some more.

Here is the video about the grab and the super.

Last Edit: June 01, 2012, 11:34:56 am by xX-Nero-Xx